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The King of Fighters XV/Joe Higashi/Combos: Difference between revisions

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|'''Light Starter/Heavy Starter''' > 623AC > 6B > 214D(3) > 5D || 344/415 || 285/430 || 50% || -5% || Anywhere || Simple half bar combo.  Can omit 5D to go for a soft knockdown instead of an air reset and damage.
|'''Light Starter/Heavy Starter''' > 623AC > 6B > 214D(3) > 5D || 344/415 || 285/430 || 50% || -5% || Anywhere || Simple half bar combo.  Can omit 5D to go for a soft knockdown instead of an air reset and damage.
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| 2B > 5A > 623AC > 41236D || 223 || 125 || 50% || -35% || Anywhere || Simple low starter from far away.  623AC may whiff.
| 2B > 5A > 623AC > 41236D || 223 || 125 || 50% || -35% || Anywhere || Simple low starter from far away.  623AC may whiff if too far.
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Revision as of 22:11, 16 November 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combo Notation Guide

Notation Meaning
X Starter Use the corresponding starter(s) from the 'Starters' section of this page.
> Cancel the previous move into the following move.
If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
, Link the previous move into the following move.
(X) A move in brackets must whiff (not hit).
Can also mean the move must be Kara Canceled.
~ Cancel the previous special into the following special.
cl. Close to opponent.
f. Far from opponent.
j. Jumping move.
AA Anti-air. Hit the opponent while they're mid-air.
[X] Hold input briefly.
P & K P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N
{X} * N
Repeat 'X' input 'N' amount of times.
Multiple inputs will be bundled into "{}".

Starters

Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.

Light Starters

Combo Damage Notes
2B > 2A > 4B 78 Standard low confirm.
2B > 2A > 5A > 4B > 6B 98/122 Point blank low light confirm. If opponent is crouching, omit 6B.

Heavy Starters

Combo Damage Notes
cl.D > 4B > 6B 149 Standard close starter. Go to for DP punishes.
j.C/D > cl.D > 4B > 6B 211 Standard jump-in starter. Always follow-up with cl.D as it forces stand on hit, allowing 6B to connect.

Other Starters

Combo Damage Notes
CD 75 Joe can follow up with light Hurricane Upper (426A) into Slash Kick (426K) for an easy conversion.

Depending on the distance from midscreen to the corner, Joe can dash up after Hurricane Upper into Bakuretsuken (623A/C or 623AC) or 6B.

In the corner, if Joe is not point blank to his opponent, he can restand the opponent with 426A and can follow-up by linking 5A or cl.D if he is close enough.

Combos

Notes

623P and juggle combos

  • Joe's most damaging and stun-heavy corner combos involve 623P, usually with a single mash extension, hitting 3 times total, with the opponent bouncing up after each hit.
  • This is done by inputting 623P, which causes 2 hits, then inputting PPP while the 2nd hit is connecting. You can also just mash right up until the 2nd hit connects and Joe should stop after the 3rd hit.


  • Combos that end with 623P~PPPx2~214A are done by mashing 623P until the very last hit, then late-canceling that hit into 214A.
  • This will result the rapid punch hitting a total of 5 times, with 3 distinct bounces: 1~2, 3, 4, 5 > 214A.


  • All juggle combos listed should not require any manual timing outside of the ~214A ender; i.e. no manual delays are required. (WIP editing/adding combos for most practical routes)

2B 2A vs c.D starters vs crouching/standing

  • 6B whiffs vs crouching opponents, but since c.D forces standing, c.D > 4B > 6B can always be used to start all relevant combos.
  • 4B connects vs crouching opponents, so 2B > 2A > 4B will always work, but (2B > 2A > 4B) > 6B will whiff vs crouchers.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 129 0 Rush combo ending in a special move
cl.A > A > A > C 240 1 Rush combo ending in a super
cl.A > A > A > D 348 2 Rush combo ending in a Max super
cl.A > A > A > A 434 3 Rush combo ending in a Climax super

Meterless

Combo Damage Stun Meter cost Meter Gain Location Notes
2B > 2A > 4B > 623D 192 220 Anywhere Can 6B after 4B vs standing opponent
2B > 2A > 4B > 623A/C~PPPx2(12)~214A 191 250 Anywhere Higher stun route
2B > 2A > 4B > 623A/C~PPPx2(12)~214C > 623A/C~PPP(5)~214A 223 360 Corner Can 6B after 4B vs standing opponent

0.5 Meter

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter/Heavy Starter > 623AC > 6B > 214D(3) > 5D 344/415 285/430 50% -5% Anywhere Simple half bar combo. Can omit 5D to go for a soft knockdown instead of an air reset and damage.
2B > 5A > 623AC > 41236D 223 125 50% -35% Anywhere Simple low starter from far away. 623AC may whiff if too far.
Light/Heavy Starter > 623AC, 6B > 623A/C~PPP(3), 623A/C~214C, 623B, 623B 374/445 430/505 50% +40%/+45% Midscreen near corner/Corner For the second 623A/C, you must do the follow-up immediately or else the 623B will whiff.

If done from a jump-in starter, Joe will build back a whole bar, to which you can then go into super after the second 623B.

CD > 426A, run up, 623AC, 426A, 6B > 426A, 623A/C~PPP(3), 623A/C~214C, 623B, 623B 407 455 50% -15% Midscreen near corner Takes awareness to get down in terms of distance but worthwhile to get down.
Light/Heavy Starter > 623A/C~PPPx2(12)~214C > 623A/C~PPP(3) > 623AC > 41236A > 6B > 41236A > 623A/C~PPP(3) > 623A/C~PPP(5)~214A 226/337 400/470 50% +35% Corner High stun route that leads into a hard knockdown.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter/Heavy Starter > 426D > 2363214B/D 314/385 185/260 1 bar -70% Anywhere Easy combo into a hard knockdown but lacks the extra stun and damage of other routes.
Light Starter/Heavy Starter > 623AC > 6B > 214BD > 426D 365/436 245/320 1 bar -65% Anywhere Standard 1 bar EX route.
j.D > D > 4B > 6B > 623A/C~214C > 623A/C > 6B > 214D > 623B > 236236A/C 555 520 1 bar Corner
Light Starter/Heavy Starter > 236CD, run up cl.D > 4B > 6B > 623AC, 6B > 623A/C~PPP(3), 623A/C~214C, 623B, 623B > Level 1 Super 466/537 610/685 1 bar -95%/-90% Midscreen to corner Shatter Strike into the third combo of the 0.5 bar routes. Can choose to omit super to break even for meter gain in exchange for less damage and no hard knockdown.
j.D > D > 4B > 6B > 236CD > D > 4B > 6B > 623A/C(m)~214C > 623A/C(m) > 623AC > 6B > 214D > 623A/C(m) > 623A/C(m) > 2363214B/D 567 870 Corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
j.D > D > 4B > 6B > MAX > D > 4B > 6B > 623AC > 6B > 41236D > 236236A/C 536 570 Anywhere
j.D > D > 4B > 6B > 41236D > 2363214BD 541 330 Anywhere
j.D > D > 4B > 6B > 623A/C~214C > 623AC > 6B > 214D > 623B > 236236BD 604 520 Corner
j.D > D > 4B > 6B > MAX > dl.CD > 41236A > D > 4B > 6B > 236CD > D > 4B > 6B > 623A/C(m)~214C > 623AC > 6B > 623B 526 1000 Corner *Stun combo, see below for follow-up
CD > 41236A > D > 4B > 6B > 623A/C(m)~214C > 623A/C(m) > 623B > 2363214B/D 744 Corner *Follow-up

3 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Anywhere

4 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Anywhere

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Anywhere

External Links

Joe Combos by Meno

Navigation

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